Jason Teo
Universiti Malaysia Sabah
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Featured researches published by Jason Teo.
soft computing | 2006
Jason Teo
Although the Differential Evolution (DE) algorithm has been shown to be a simple yet powerful evolutionary algorithm for optimizing continuous functions, users are still faced with the problem of preliminary testing and hand-tuning of the evolutionary parameters prior to commencing the actual optimization process. As a solution, self-adaptation has been found to be highly beneficial in automatically and dynamically adjusting evolutionary parameters such as crossover rates and mutation rates. In this paper, we present a first attempt at self-adapting the population size parameter in addition to self-adapting crossover and mutation rates. Firstly, our main objective is to demonstrate the feasibility of self-adapting the population size parameter in DE. Using De Jongs F1–F5 benchmark test problems, we showed that DE with self-adaptive populations produced highly competitive results compared to a conventional DE algorithm with static populations. In addition to reducing the number of parameters used in DE, the proposed algorithm actually outperformed the conventional DE algorithm for one of the test problems. It was also found that that an absolute encoding methodology for self-adapting population size in DE produced results with greater optimization reliability compared to a relative encoding methodology.
soft computing | 2009
Nga Sing Teng; Jason Teo; Mohd Hanafi Ahmad Hijazi
The study and research of evolutionary algorithms (EAs) is getting great attention in recent years. Although EAs have earned extensive acceptance through numerous successful applications in many fields, the problem of finding the best combination of evolutionary parameters especially for population size that need the manual settings by the user is still unresolved. In this paper, our system is focusing on differential evolution (DE) and its control parameters. To overcome the problem, two new systems were carried out for the self-adaptive population size to test two different methodologies (absolute encoding and relative encoding) in DE and compared their performances against the original DE. Fifty runs are conducted for every 20 well-known benchmark problems to test on every proposed algorithm in this paper to achieve the function optimization without explicit parameter tuning in DE. The empirical testing results showed that DE with self-adaptive population size using relative encoding performed well in terms of the average performance as well as stability compared to absolute encoding version as well as the original DE.
International Journal of Computational Intelligence and Applications | 2003
Jason Teo; Hussein A. Abbass
Marriage in Honey-Bees Optimization is a new swarm intelligence technique inspired by the marriage process of honey-bees. It has been shown to be very effective in solving the propositional satisfiability problem known as 3-SAT. The objective of this paper is to test a conventional annealing approach as the basis for determining the pool of drones. The modified algorithm is tested using a group of randomly generated hard 3-SAT problems to compare its behavior and efficiency against previous implementations. The overall performance of the MBO algorithm was found to have improved significantly using the proposed annealing function. Furthermore, a dramatic improvement was noted with the committee machine using this true annealing approach.
IEEE Transactions on Evolutionary Computation | 2005
Jason Teo; Hussein A. Abbass
We propose a novel perspective on the use of evolutionary multiobjective optimization (EMO) as a paradigm for evolving embodied organisms and as a framework for characterizing complexity. The paper demonstrates novel experiments that show the power of EMO in generating robots with different morphologies, yet with very similar locomotion abilities. The proposed framework for comparing the complexity of an object across different complexity measures allowed meaningful and quantifiable comparisons between the evolved organisms. We show empirically that the partial order feature inherited in the Pareto concept exhibits characteristics which are suitable for comparing between the complexities of artificially evolved embodied organisms.
electronic commerce | 2004
Jason Teo; Hussein A. Abbass
In this paper, we investigate the use of a self-adaptive Pareto evolutionary multi-objective optimization (EMO) approach for evolving the controllers of virtual embodied organisms. The objective of this paper is to demonstrate the trade-off between quality of solutions and computational cost. We show empirically that evolving controllers using the proposed algorithm incurs significantly less computational cost when compared to a self-adaptive weighted sum EMO algorithm, a self-adaptive single-objective evolutionary algorithm (EA) and a hand-tuned Pareto EMO algorithm. The main contribution of the self-adaptive Pareto EMO approach is its ability to produce sufficiently good controllers with different locomotion capabilities in a single run, thereby reducing the evolutionary computational cost and allowing the designer to explore the space of good solutions simultaneously. Our results also show that self-adaptation was found to be highly beneficial in reducing redundancy when compared against the other algorithms. Moreover, it was also shown that genetic diversity was being maintained naturally by virtue of the systems inherent multi-objectivity.
international conference on knowledge based and intelligent information and engineering systems | 2005
Jason Teo
In this paper, we present a first attempt at self-adapting the population size parameter in addition to self-adapting crossover and mutation rates for the Differential Evolution (DE) algorithm. The objective is to demonstrate the feasibility of self-adapting the population size parameter in DE. Using De Jongs F1-F5 benchmark test problems, we showed that DE with self-adaptive populations produced highly competitive results compared to a conventional DE algorithm with static populations. In addition to reducing the number of parameters used in DE, the proposed algorithm performed better in terms of best solution found than the conventional DE algorithm for one of the test problems. It was also found that that an absolute encoding methodology for self-adapting population size in DE produced results with greater optimization reliability compared to a relative encoding methodology.
international symposium on information technology | 2008
Azali Saudi; Jason Teo; Mohd Hanafi Ahmad Hijazi; Jumat Sulaiman
Lane detection is an essential component of autonomous mobile robot applications. Any lane detection method has to deal with the varying conditions of the lane and surrounding that the robot would encounter while moving. Lane detection procedure can provide estimates for the position and orientation of the robot within the lane and also can provide a reference system for locating other obstacles in the path of the robot. In this paper we present a method for lane detection in video frames of a camera mounted on top of the mobile robot. Given video input from the camera, the gradient of the current lane in the near field of view are automatically detected. Randomized Hough Transform is used for extracting parametric curves from the images acquired. A priori knowledge of the lane position is assumed for better accuracy of lane detection.
Artificial Intelligence Review | 2014
Tse Guan Tan; Jason Teo; Patricia Anthony
The creation of intelligent video game controllers has recently become one of the greatest challenges in game artificial intelligence research, and it is arguably one of the fastest-growing areas in game design and development. The learning process, a very important feature of intelligent methods, is the result of an intelligent game controller to determine and control the game objects behaviors’ or actions autonomously. Our approach is to use a more efficient learning model in the form of artificial neural networks for training the controllers. We propose a Hill-Climbing Neural Network (HillClimbNet) that controls the movement of the Ms. Pac-man agent to travel around the maze, gobble all of the pills and escape from the ghosts in the maze. HillClimbNet combines the hill-climbing strategy with a simple, feed-forward artificial neural network architecture. The aim of this study is to analyze the performance of various activation functions for the purpose of generating neural-based controllers to play a video game. Each non-linear activation function is applied identically for all the nodes in the network, namely log-sigmoid, logarithmic, hyperbolic tangent-sigmoid and Gaussian. In general, the results shows an optimum configuration is achieved by using log-sigmoid, while Gaussian is the worst activation function.
Neural Computing and Applications | 2004
Jason Teo; A. Abbass
Recently, there has been a lot of interest in evolving controllers for both physically simulated creatures as well as for real physical robots. However, a range of different ANN architectures are used for controller evolution, and, in the majority of the work conducted, the choice of the architecture used is made arbitrarily. No fitness landscape analysis was provided for the underlying fitness landscape of the controller’s search space. As such, the literature remains largely inconclusive as to which ANN architecture provides the most efficient and effective space for searching the range of possible controllers through evolutionary methods. This represents the motivation for this paper where we compare the search space for four different types of ANN architecture for controller evolution through an information-theoretic analysis of the fitness landscape associated with each type of architecture.
2011 IEEE Conference on Sustainable Utilization and Development in Engineering and Technology (STUDENT) | 2011
Ng Chee Hou; Niew Soon Hong; Chin Kim On; Jason Teo
Evolutionary Algorithm (EA) is commonly used to generate optimal Artificial Intelligence (AI) controller. It is a technique used to enhance the performance of generated controller. EA enables the system to evolve, to adapt and learn to give a better output. The implementation of EA into 2D game is not something new. Researchers used gaming platforms to test their own ideology or proposed algorithms. In this paper, a finite state machine which suitable to be used for Infinite Mario Bros game is proposed. The Genetic Algorithm (GA) is used along with the proposed finite state machine to evolve an AI agent that is capable to pass some levels of the game. The experimentation results showed that the finite state machine evolved with GA is able to create a competitive game bot that can pass through at least 3 levels of different game maps. The generated AI controller can guarantee to accomplish the tasks for some levels.